[Mini RPG Update] THE UBERTILE
9 years ago
Which is what my exhausted mind called the system I came up with to program all the map tiles of the game. Those who put up with my terrible download instructions might have noticed that my terrible game is divided into tiles, each of a separate biome. This mechanic will remain going into v0.1, and because I have such a different language to work with I've had to make a few adjustments.
In 0.0.3, tiles in the game's coding are treated... sort of like mini games, each with its own game loop and options (I actually made a huge mistake and didn't exit these loops so they just sort of nested forever but I didn't catch it in time so ehhh). This was the most elegant solution I could come up with to have each biome have unique programming.
But in GameMaker Studio, I'm a total noob so I don't even know if it's possible to define my own game loops or if only the software can do that. So to compensate, I've cobbled together a system that probably works AND doesn't infinitely nest, yaaaay. In short, whenever you move to a different tile (or really if your options change at all) I just run a script that goes through, switches out all the options, then actually ends before the frame ticks. Mistakes were made and this is probably a horrific way to go about it, but it works and that's good enough for me!
Some of my more fun moments in programming this included trying to make a script a value for a different object, having a value in script A defined as a value in script B which has a value defined as a value in script A, and the unsolved mystery of the vanishing NOSCREEN. So yeah, good progress today~
In 0.0.3, tiles in the game's coding are treated... sort of like mini games, each with its own game loop and options (I actually made a huge mistake and didn't exit these loops so they just sort of nested forever but I didn't catch it in time so ehhh). This was the most elegant solution I could come up with to have each biome have unique programming.
But in GameMaker Studio, I'm a total noob so I don't even know if it's possible to define my own game loops or if only the software can do that. So to compensate, I've cobbled together a system that probably works AND doesn't infinitely nest, yaaaay. In short, whenever you move to a different tile (or really if your options change at all) I just run a script that goes through, switches out all the options, then actually ends before the frame ticks. Mistakes were made and this is probably a horrific way to go about it, but it works and that's good enough for me!
Some of my more fun moments in programming this included trying to make a script a value for a different object, having a value in script A defined as a value in script B which has a value defined as a value in script A, and the unsolved mystery of the vanishing NOSCREEN. So yeah, good progress today~
Also, why do you often work a complaint into your comments? Will telling me do anything but make me feel bad?
"[T]he general populous essentially forces the notion that EVERYBODY understands it when it's impossible to keep up anymore..." This part is really pessimistic and it makes me sad to hear.
Nope. My head hurts. X3 cool idea though.